Slow Decline by Ntimi

[raw]
made by Ntimi for Ludum Dare 57 (JAM)

Slow-decline-Logo-Header.png

* *He curiously approached the hole. **

* *The voices ordered him to go further. **

* *And thus began his slow decline. **

* *“This Presence… Something is calling me… Onward now, don’t be hesitant.” **

* *He found himself in a realm of darkness, enveloped by an overwhelming foulness. **

With this, your adventure begins. You're a Scientist and Explorer. Who is commanded by a strange force. It calls you to go deep down in the depths and explore the dark realms of an unholy place filled with creatures. But you are not helpless. As you explore, you uncover an ancient magic which helps you survive the depths.

Are you ready to explorer and prepared to die?

GIF-GEGNER.gif00-Gegner-GIF.gif

Ratings

Overall 696th 3.16⭐ 27🧑‍⚖️
Fun 736th 2.86⭐ 27🧑‍⚖️
Innovation 816th 2.46⭐ 27🧑‍⚖️
Theme 559th 3.462⭐ 28🧑‍⚖️
Graphics 231th 4.074⭐ 29🧑‍⚖️
Audio 449th 3.135⭐ 28🧑‍⚖️
Humor 502th 2.65⭐ 22🧑‍⚖️
Mood 548th 3.4⭐ 27🧑‍⚖️
Given 35🗳️ 37🗨️

Feedback

Thiradil
07. Apr 2025 · 21:10 UTC
Game crash during the fall of the character (google chrome explorer) but design and story look promising
lespaul59
08. Apr 2025 · 05:26 UTC
@thiradil we are on it. Thanks for the information, and we hope you come back later for another try. :)
🎤 Ntimi
08. Apr 2025 · 08:03 UTC
@thiradil Thanks for the report! The bug is fixed now and the game is playable. Have a great jam!
Butterflan
08. Apr 2025 · 19:16 UTC
The character animation, the idea is really nice ! I like the Chtulu vibe ^^
Stingdragon
09. Apr 2025 · 18:53 UTC
Awesome looking game! With how nice the character and enemies look I wish the environment was a little more inspiring but that is just the time crunch getting in the way! I had some trouble with a visual glitch where all the enemies were stuck fully white until they started moving.
drFoxxx
10. Apr 2025 · 14:44 UTC
Nice art! I can continuously attack in mid-air to keep myself afloat!! Ora ora ora ora!
exofrenon
10. Apr 2025 · 14:56 UTC
A cool light-metroidvania implemenetation of the "Depths" theme.

I liked the overall visuals of the game, more particularly the color palette and the main characters sprite, even though his walking animation was too slow compared to his movement speed. It also looks like you put a lot of effort in the opening scene of the game, which I appreciate.

Gameplay wise, the movement was functional, but I don't know how to explain it, maybe the height of the character was too big for the level design? something felt slightly off. Also, I think there was a bug with the hit flash effect, it would only get triggered the first time I hit something and some enemies sprite were stuck at being fully white from the beginning before even getting hit. This made it feel like the hits were not connecting. Sound effects would have made a difference if you had managed to squeeze them in the last moment. The level design was also nice, I knew where to go without feeling like I was playing a corridor game.

Overall, a very competent Ludum Dare submission :clap:
Felix Kern
11. Apr 2025 · 16:46 UTC
@drfoxxx Nice job, you found our easter egg :D We already nerved it a little bit ;) Thx for playing!
Felix Kern
11. Apr 2025 · 16:50 UTC
@exofrenon Thx for your feedback. I know what you mean, I think, the level is sometimes a bit narrow and so the movement feels sometimes off. Glad you like the visuals though :)
floppynub
11. Apr 2025 · 17:08 UTC
Cool game, very impressive art! Loved the voiceover work as well. I generally found the character to control nicely, and I liked the way you slowly introduced abilities. This is very well put together, I can tell you guys know what you're doing, so I'm going to be slightly harsher than I am to other games because I believe this entry to be just a few bits of polish away from extraordinary.

It's fantastic to add controller support, that always deserves huge kudos for a jam. That said, I wasn't able to use the controller to actually start the game - pressing "A" on the main menu just brought me to a gray screen with nothing happening. Having your menus work with the controller is critical. It can be a bit tricky in Godot - you have to make sure that your buttons have a clear "focused" state in the theme, and then call `button.grab_focus()` whenever a menu is presented to give the controller the ability to navigate menus. I also like to bind "A" (on xbox controller at least) to the "ui_accept" default action in the input map, which lets you trigger buttons with the controller the same way you would a mouse.

The second thing I'll mention is the lack of proper fullscreen and mouse cursor capture. The game is super pretty, I would've loved to be able to see it in proper fullscreen! This comes down to project settings in Godot. I typically export my jam games in a borderless windowed state, and include some code for the somewhat universal "alt + enter" key combination to toggle between that and windowed mode. This is very easy to accomplish with the Godot DisplayServer. It also would be great to hide the mouse cursor when in game for maximum immersion!

The last thing I'll note is the audio - the sounds you have are great and contribute a lot to the overall atmosphere, the only issue I have is just that there aren't enough of them. Random things seem to be missing sound, like the player attack and footsteps. If you really want to bring this thing to the next level, getting full sound effect coverage is crucial.

Anyways, I hope I wasn't too harsh or explaining things you already know - I just felt a huge amount of potential in this one and wanted to share my thoughts! It's evident that you are an experienced team, and I'm excited to see what you guys make next. Congrats on the solid entry, and let me know if you have any questions about the Godot things I mentioned above, I'd be happy to further explain some things if you like!
Linky439
11. Apr 2025 · 17:12 UTC
Nice art design! Unfortunately, the movement is a little unsatisfying, probably because we are moving inside big rooms that are often quite empty. I enjoyed the idea behind the game though, and I think with a little bit more time, the game could benefit from small additions (such as sound effects)!

Congrats on making the deadline with an ambitious project!
Felix Kern
11. Apr 2025 · 18:20 UTC
@floppynub Wow! Thx for this detailed feedback. Not harsh at all, very constructiv :) And super valid points! Yeah sounds effect was a matter of time, as always... Please keep up feedback like this, espacially with inside in Godot :)
TheSmellofOxygen
11. Apr 2025 · 21:36 UTC
Cool art and voice-over. The controls felt a little strange. Never seen dash bound to K before.
Several of the enemies would appear completely white when first encountered and I wasn't sure if it was an indicator of something or a visual bug.

Not too hard, but required engagement.
AldenWitt
11. Apr 2025 · 21:41 UTC
Okay, WOW on those graphics. Super cool. I love the animations with the tentacles.

I'm an audio guy so some notes on that:
SFX on the vocal in the intro was excellent.
Audio feedback on attack and hits would have been really helpful (ideally on every action of course, footsteps would add vibe).

Gameplay itself wasn't the most engaging - there was a bit of clumsiness with jump height and things like that. I didn't totally understand how attacking effected movement. Not trying to be too critical - I know how it is with the limited time.
There's a glitch where enemies started totally white (until hit) after a few levels.

Great job!
winniehell
12. Apr 2025 · 20:43 UTC
I didn't play through the game because I died multiple times and because I had to star all over, I then lost the motivation.

However, I like the artwork and the overall atmosphere. it was easy to get started and the power ups fit in well.
Eugenik
14. Apr 2025 · 11:08 UTC
You guys did a great job! Nicely done
LDJam user 409037
14. Apr 2025 · 12:25 UTC
I liked the art, but I don't have enough feeling from the punches.
Remco
14. Apr 2025 · 15:24 UTC
You've got a lot of detailed feedback already, so there's not a lot for me to add.

I do really like the overall atmosphere, very much supported by the graphics and the intro, and subtle things like the camera panning into the direction the game wants you to proceed.

I guess if I have a point of criticism it's in the linearity? Not just in the level design, also in the way you have to approach everything, while the general speed of the game, and its vibe suggest a more strategic approach -- I think that's also why you got at least one person above saying they lost all motivation when starting over.
X2SHADOW
15. Apr 2025 · 14:21 UTC
Loved the art and game in general. Good job!
Does the boss have two phases in this game? I kind of defeated the boss, they showed me the ending, and then the boss fight started all over again, I killed the boss a second time, and only after that the credits rolled :)
lespaul59
15. Apr 2025 · 20:11 UTC
@x2shadow I think this is a bug xD and awesome that you made it to the boss :)
Texugo
16. Apr 2025 · 13:41 UTC
I really like the artstyle, voice over and vibes for this game! I agree with some of the comment about the world itself feeling a little empty and enemies being completely white until they start moving. I tried getting to the end but died multiple times and missed having a checkpoint midway to help me with it, but it was still fun and a great project for the jam! Would love to see how this would look with more time to develop!
jtap
17. Apr 2025 · 19:34 UTC
Great art, cool characters and the idea of ​​Lovecraftian motifs. I would like more details on the level. Maybe checkpoints should be added? Thanks for this game
Ryano
20. Apr 2025 · 02:45 UTC
Nice job. A few visual glitches here and there, but it was a really cool vibe and interesting concept
Igor Korobeinikov
20. Apr 2025 · 18:50 UTC
Good game, but i think there is a space to improvements in terms of level design and controls
But overall - nice job
ashia
20. Apr 2025 · 18:51 UTC
not a bad project, respect to the artist, the animations are great. good character design, but the locations are not varied, maybe they should have paid more attention to them. nevertheless, you are great. the splash screen is awesome!!!
talan huszk
23. Apr 2025 · 12:18 UTC
Great job! Nice character and enemy visuals! The environment is a bit underdeveloped visually but making a game in 72 hours you can't have time for everything.